Trend cluster
Category

Chore
Entertainment

Adding play and creativity to the mundane.

Rideable Vacuum CleanerVacuum BackpacksVacuum ShoesKill Germs With UVMini USB Vacuum

Trend

What is the Chore Entertainment trend?

Chore Entertainment: The credit crunch will increase time in the home, and reduce the use of maids and nannies. The majority of people don’t like cleaning; while some innovations work on cutting down the time spent cleaning, others focus on making the necessity enjoyable. Success in improving a product used for a disliked yet requisite activity offers the opportunity to revolutionize and dominate a vast market.

Trend themes

Themes within the Chore Entertainment trend

Three behaviours holding the trend together
01

Functional Clothes

Clothing choices are increasingly going beyond fashion, design and comfort.

02

UV Technology

As technology becomes more and more advanced, companies are finding new and creative ways to make consumer's lives more convenient, safe and user-friendly.

03

Cordless Cleaning

Cordless cleaning products are becoming increasingly popular and convenient for consumers who want to clean with more flexibility.

Industry implications

What the Chore Entertainment trend means for industry

Where the trend changes the playbook
For

Home Appliances

Companies can innovate new cleaning solutions that make cleaning fun, faster and more convenient for consumers.

For

Consumer Goods

Products with dual functions will signify commodity superiority for many consumers, as they feel they are getting more bang for their buck.

For

Child Care

Products that involve children in cleaning in a safe and fun way can be a disruptive innovation in the child care industry.

Trend signals

Trend signals for Chore Entertainment

Trend score 4.2 out of 10, from popularity 63%, activity 56%, freshness 8%.

Popularity63%
Activity56%
Freshness8%
Audience
50%Men
50%Women
  • Gen Alpha (not a primary audience)
  • Gen Z
  • Millennial
  • Gen X
  • Boomer (not a primary audience)
Market
North America
Europe

Evidence

Examples of the Chore Entertainment trend

9 featured examples from Dec 17, 2006 to Sep 4, 2008
Rideable Vacuum Cleaner
CategoryArt & Design

Rideable Vacuum Cleaner

A Way To Involve Your Children In Cleaning

Manufacturers in the cleaning industry can create new and innovative cleaning products that appeal to children to get them interested in cleaning from a young age.

Vacuum Backpacks
CategoryEco

Vacuum Backpacks

Fuel Cell BacVac

In the home appliance industry, cordless, wearable vacuums are a disruptive innovation poised to change the way consumers think about cleaning.

Vacuum Shoes
CategoryLifestyle

Vacuum Shoes

Clean as You Walk

Explore the integration of multiple functions into household appliances, combining convenience and efficiency for consumers.

Kill Germs With UV
CategoryTech

Kill Germs With UV

Halo Vacuum Uses UV-C Rays

The cleaning and sanitization industry can benefit from integrating UV-C technology into their products, offering an effective and non-toxic solution for killing germs.

Mini USB Vacuum
CategoryTech

Mini USB Vacuum

Suck Up Crumbs, Dustbunnies

Opportunity for disruptive innovation in small cleaning devices for personal use.

Toddlers as Mops
CategoryMarketing

Toddlers as Mops

Babies Dusters

An opportunity to create child-safe cleaning products that are both fun and practical to use.

Mop Socks
CategoryArt & Design

Mop Socks

The Slipper Genie

The household cleaning industry can explore the incorporation of cleaning slipper products to cater to lazy consumers and provide a unique cleaning experience.

Robot Pet Vacuums
CategoryTech

Robot Pet Vacuums

The Roomba Pet Series

Disruptive innovation opportunity: Collaborate with smart home technology companies to create integrated solutions for automated and efficient home cleaning.

Bug Sucking Vacuum & Zoom
CategoryUnique

Bug Sucking Vacuum & Zoom

Eyeclops Get More Fun

The enhanced zoom feature in Eyeclops can disrupt the consumer electronics industry by offering users a more immersive viewing experience.